ACTION GAME MAKER 2.0.0 Beta Patch Notes
We have begun distributing the beta version of ACTION GAME MAKER Version 2.0! You can get an early taste of the new features planned for the Version 2.0 release.
How to Use
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Right-click “ACTION GAME MAKER” in your Steam Library and open “Properties” from the submenu.
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Select the “Betas” tab.
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From the “Participate in this beta” dropdown, select “beta”.
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The beta version will automatically begin downloading.
Warning: This is the largest update in ACTION GAME MAKER history
We have prepared this update to minimize impact on existing projects as much as possible, but given the scale and content of the update, issues are likely to occur. Please make sure to back up your projects before using this update. Additionally, the following changes will definitely affect existing projects.
Changes That Affect Existing Projects 
You can now add platform velocity when jumping off a platform
This uses Godot’s built-in functionality, and since the default setting is ON, the behavior differs clearly from versions prior to 2.0. You can revert to the previous behavior by changing the “CharacterBody2D > Moving Platform > On Exit” dropdown in the GameObject node’s properties from Add Velocity to Do Nothing.
Changed the behavior of “Adjust Jump”
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Even if no Adjust Jump or Jump Key is set in “MoveAndJumpSetting,” Adjust Jump can now be used if it is enabled in the State. If no Adjust Jump key is set, the key from the previous input transition is automatically set as the Adjust Jump key.
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Fixed a bug where Adjust Jump would cancel if the State changed during an Adjust Jump.
Due to these two points, Adjust Jump will now function correctly in States where “Adjust Jump was enabled in the State but not working because no Adjust Jump key was set” or where “Adjust Jump was enabled but the State changed immediately, causing the effect to end prematurely.” As a result, behavior may differ from before. This requires manual changes, and we apologize for the inconvenience, but we appreciate your cooperation.
Update Details
Complete UI Overhaul
You can now select the newly revamped UI called “Tsukuru Mode.” The original UI remains available as “Godot Mode.” New features in Tsukuru Mode can also be used in Godot Mode.
New Features Related to Usability
Added a new tutorial introducing the screen layout
This is an integrated tutorial that combines editor instructions, available from the Launcher’s tutorial.
Added dedicated animation features
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Added the “Sprite Anime” feature, which allows you to easily import sprite animations.
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Added the “Hitbox Anime” feature, which allows you to set hitboxes in sync with Sprite Anime frames.
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Added a feature to automatically create animation sets from sprite sheets created according to Actank/RPG Tsukuru templates.
Added a Dock to list game scenes and objects
Relevant files within the project are displayed automatically. You can also add labels or mark them as favorites.
Added a system to import official materials, official DLC, and official systems
As of 2.0.0, the official system includes a menu system for saving/pausing/loading.
Added reference search to see where variables and switches are used
Available from the Variable/Switch Settings window and the Database. A feature to rename based on reference results has also been added.
Added a feature to check collision compatibility
You can visually check what happens when Object A and Object B collide, whether attacks from A hit B, etc.
Added “Environment Template” feature to easily set up environments in scenes
You can set up environments like sunsets, snowy worlds, or mysterious forests with one button. It automatically adjusts the color tone, shaders, etc., of placed tiles and objects.
Added “Actank Debugger” for debugging while playing
You can test play while viewing various values and rewrite them on the fly.
Added features to make using AI easier
We have prepared features to export/import visual scripts as text readable by AI, and to output catalogs for AI use.
Many other improvements
Added previews to the portal, added previews for effects and particles in the display, organized the inspector, etc.
New Features to Expand Your Game
Provided a dedicated loading system
In addition to simply improving load speeds, we added the ability to prepare loading scenes and an object pooling feature to pre-generate objects.
Added support for top-down view
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New Node: Top-down water surface
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Existing Extension: Pathfinding for top-down view is now available in the “Template Move” action.
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Existing Extension: Import of RPG Tsukuru-style auto-tiles
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Existing Extension: Import of RPG Tsukuru-style character chips
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Existing Extension: You can now choose the project format as “Side View” or “Top-down View.” Depending on the selection, available templates and some settings will change.
Added support for mouse/touch/analog stick controls
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New Action: Assign mouse information to a variable
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New Action: Assign stick input to a variable
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New Condition: Mouse operation
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Existing Extension: Added stick movement to Move and Jump settings
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Existing Extension: Bullets can now be fired in the direction of the mouse or stick in bullet data
You can now perform actions related to speed and momentum
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New Action: Set object velocity. Decide the target and velocity to give the opponent momentum. You can knock them back, launch them, or make them jump.
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New Custom Node: Forced Movement Area. You can create conveyor belts, areas with strong wind pushing back, water currents, tractor beams pulling at a constant speed, etc.
You can now pick up and throw placed objects
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New Action: Pick up object
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New Action: Drop or throw held object
Added action to easily set up knockback processing
- New Action: Knockback self
Added action to change object angle
- New Action: Change object angle
Added actions related to ladders
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New Action: Grab ladder
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New Condition: Overlapping ladder tile
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Existing Extension: You can now add ladder attributes to tiles.
Implemented Auto-Save and Quick Restart
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New Action: Quick Restart. You can return to the auto-save point or the last platform touched. Since it does not involve scene loading, it is fast and the BGM does not cut out.
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Existing Extension: You can now specify auto-save slots in “Save Game Data”
Implemented Shared Board functionality
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New Action: Set value to Shared Board
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New Action: Search for object and record to Shared Board
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New Condition: Judge Shared Board value
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Existing Extension: Shared Board objects can now be used as targets for some actions and “Fire Bullet”
Compared to existing Lock Actions, this allows more flexible recording of objects and enables changing properties or storing strings that cannot be saved in variables.
Added dedicated lightweight objects for placing and spawning many items
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New Action: Generate Score Drop
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New Custom Node: Gimmick Object
Gimmick Objects are equivalent to the gimmick tiles of the previous version, such as breakable walls and coins. Score Drops are the bullet-hell version of items. You can scatter many experience orbs, for example.
Added new nodes for creating moving platforms
- New Custom Node: Course Move Platform
Moves along a course, and activation conditions can be specified with simple conditional branching.
Added persistent effect features to make it easier to create “Poison,” “Regen,” “Buffs/Debuffs,” etc.
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New Action: Start persistent effect
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New Action: Modify persistent effect
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New Action: Clear persistent effect
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New Condition: Persistent effect is active
You can achieve effects like “Take 1/8 of Max HP damage once per second for 5 seconds. This effect stacks up to 3 times.”
Revamped text-related features
You can now display variables within text and use images from the Database as emojis.
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New Custom Node: ValueLabel
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New Custom Node: ValueRichLabel
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Existing Extension: Variable display and BBCode can now be used in “Display Text”
Expanded the damage system
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New Action: Deal damage
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Existing Extension: You can now set colors for healing, etc., in the damage display settings
For more details on new features, please refer to the manual on RPG MAKER GUILD.